<?php
/**
 * <https://y.st./>
 * Copyright © 2019 Alex Yst <mailto:copyright@y.st>
 * 
 * This program is free software: you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation, either version 3 of the License, or
 * (at your option) any later version.
 * 
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * GNU General Public License for more details.
 * 
 * You should have received a copy of the GNU General Public License
 * along with this program. If not, see <https://www.gnu.org./licenses/>.
**/

$xhtml = array(
	'<{title}>' => 'The framework is complete.',
	'takedown' => '2017-11-01',
	'<{body}>' => <<<END
<img src="/img/CC_BY-SA_4.0/y.st./weblog/2019/05/31.jpg" alt="Plants on the slope beneath the highway" class="framed-centred-image" width="800" height="480"/>
<section id="drudgery">
	<h2>Drudgery</h2>
	<p>
		My discussion post for the day:
	</p>
	<blockquote>
		<p>
			You make a good point about off-site data storage.
			That&apos;s a major advantage of cloud computing that I hadn&apos;t though of.
			If something happens to you main office, your data is safe in the cloud.
			It&apos;s useful to point out though that you typically <strong>*don&apos;t*</strong> have the usual on-site copy of the data when you&apos;re using cloud computing, so you still have only one copy.
			For that reason, I wouldn&apos;t call cloud computing an &quot;off-site backup&quot;, as while it&apos;s off-site, it&apos;s not a backup.
			It&apos;s your live copy of the data.
			Hopefully, your cloud company does regular backups for you!
			It might be useful too to download your data from the cloud every so-often and have your own backup of the data.
		</p>
	</blockquote>
</section>
<section id="diet">
	<h2>Dietary intake</h2>
	<p>
		I thought I had a full box of breakfast cereal left, but it looks like I don&apos;t.
		I&apos;m completely out.
		I ended up having 70 grams of corn chips and 265 grams of salsa for breakfast instead.
		I&apos;ll need to pick up more cereal on Sunday.
		I think I&apos;ll also pick up more ingredients for banana French toast and Aztec salad as well.
		I snacked on 191 grams of pretzels later, and for dinner, I had a veggie patty, tapioca cheese, ketchup, and mustard sandwich with a pickle on the side.
	</p>
</section>
<section id="Minetest">
	<h2>Minetest</h2>
	<p>
		Last night at the $a[EUGLUG] meeting, I completely finished the front end of the <code>elemental</code> interface.
		I couldn&apos;t stop, so early this morning, I finished the back end too.
		<code>elemental</code> was completely functional!
		The catch?
		It still didn&apos;t do anything.
		The underlying framework was all in place, but there still were no item definitions to make use of that framework.
		So I built a test node to make sure everything actually worked.
		It looks like a cross between stone blocks and stone bricks, and I like how it came out.
		Its fatal flaw is that all it is is a building material, but all elemental nodes are rather expensive to produce.
		That makes it not very useful as a building material.
		I&apos;ll probably keep it in the mod anyway, but I probably won&apos;t define any more nodes meant to see large-scale use.
		It was a mistake on my part.
		I didn&apos;t think it through.
	</p>
	<p>
		Next, I wanted protection nodes to be handled by <code>elemental</code> as well.
		That way, protection nodes would be a bit expensive, and require some effort to produce.
		I got those set up, and they seem to be working correctly.
		Unlike my preferred form of protection, these nodes don&apos;t operate along map block lines.
		Instead, they have a simple range, and protect everything up to five nodes away.
		It&apos;s more intuitive, though it means that the node has to lie dead centre in the area it protects.
	</p>
	<p>
		Testing is done and basic protection is done.
		The next step is to build the more-interesting nodes.
		Noses such as the bone torch, chests of various types, and perhaps even warp pads or something.
		Yesterday, I was also toying with the idea of an elemental craft book, though with the back end being the way I defined it, the craft books won&apos;t be compatible unless I define them as nodes.
		And honestly, it was a deliberate choice to make all elemental items be nodes.
		If I can&apos;t find a good look for craft book nodes, craft books don&apos;t belong in this mod.
		The tricky part though is defining them without a facing direction.
		They all have to face the same direction, without the option to rotate, due to <code>param2</code> being used both for the rotation of rotating nodes and the colour of coloured nodes.
		<code>elemental</code> uses the full value for colour, reserving the unused space for dealing with future changes to Minetest Game, which can&apos;t really be predicted.
		Anyway, these craft books would show players some of the recipes added by the mod.
		To see all the recipes, they&apos;d need to get all thirty craft books, one created using each element.
		The two mushroom spore craft books will be the hardest to get, if I get this idea off the ground.
		You need to collect 65535 of a given spore to get just one point of that spore&apos;s elemental energy.
		That&apos;s a lot of spore-collecting, and spore-based items will by far be the rarest.
		I&apos;m not sure anyone will get ahold of even one, to be honest.
		The reddest element is the red spores, so crafting a blood-red bone torch, which will probably look rather creepy, really isn&apos;t feasible.
		Getting item renewal worked on is another thing I could focus on.
	</p>
	<p>
		Then again, now that a protection system is built, perhaps I should work on a system that allows players to send messages to the administrator.
		As I won&apos;t be admitting to being the administrator, players will need a way to contact the anonymous administrator for various things.
		There won&apos;t be any rules, so contacting the administrator about banning someone won&apos;t lead to anything, but players can make suggestions of things to add to the server and report bugs and such.
		And of course, messages from users will be anonymous, unless the player deliberately includes their name in the body of the message.
		It&apos;s only fair, seeing as I, as the administrator, will be anonymous as well.
		If the same player submits multiple messages though, I&apos;ll be able to see that they came from the same user, I just won&apos;t know which user that is.
		I&apos;ll also be able to respond, though I&apos;ll probably try to use stock, robotic-sounding responses so as to not blow my cover.
		I think with the protection system and the administrative contact system, I&apos;d have everything I need to start the server.
		Well, y&apos;know, aside from an Internet connection.
		So perhaps once I&apos;ve got that contact system, I&apos;ll finally set about setting up an Internet connection.
	</p>
</section>
<section id="pride">
	<h2>Pride festival</h2>
	<p>
		I put in a day off request today for in a couple months for on the day of the pride festival.
		I&apos;ll probably put in a second request for the same day off closer to the actual day as a reminder, but for now, the boss has a couple months of notice that I&apos;d appreciate that day off.
	</p>
</section>
END
);
